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Videos & Audio RSS feed - GunmanProductions™ - Mod DBSubscribe to the Mod DB GunmanProductions™ video & audio feed, and get the latest eye candy as it is posted.en-usFri, 09 Dec 2016 15:33:56 +0000Copyright 2016, DBolical Pty LtdMedia180Videos & Audio RSS feed - GunmanProductions™ - Mod DBMod DBSubscribe to the Mod DB GunmanProductions™ video & audio feed, and get the latest eye candy as it is posted.yesMod DBsupport@moddb.comVideos & Audio RSS feed - GunmanProductions™ - Mod DBhttp://static.moddb.com/cutoff/images/logos/podcast.pnghttp://www.moddb.com/members/gunman-productions/videos
12090F.E.A.R. 3 - moninus666 and me playing in Co-Ophttp://www.moddb.com/members/gunman-productions/videos/fear-3-moninus666-and-me-playing-in-co-op
Mon, 15 Aug 2011 03:22:57 +0000My first gameplay video from F.E.A.R. 3
Interval 03: Store
moninus666 is playing as Pointman and I am playing along as Fettel.
At the end, I seem to have lost connection with host.
Excuse the lags that are present throughout the video.media489287GunmanProductions™F.E.A.R. 3 - moninus666 and me playing in Co-OpMy first gameplay video from F.E.A.R. 3
Interval 03: Store
moninus666 is playing as Pointman and I am playing along as Fettel.
At the end, I seem to have lost connection with host.
Excuse the lags that are present throughout the video.03:36fear, 3, moninus666, and, me, playing, in, co, op, gunmanproductions, podcastF.E.A.R. 3 - moninus666 and me playing in Co-OpMy first gameplay video from F.E.A.R. 3
Interval 03: Store
moninus666 is playing as Pointman and I am playing along as Fettel.
At the end, I seem to have lost connection with host.
Excuse the lags that are present throughout the video.Gunman's Mod 2 [vol1] - Communications Transferhttp://www.moddb.com/members/gunman-productions/videos/gunmans-mod-2-vol1-communications-transfer
Sat, 02 Apr 2011 20:34:23 +0000OUTDATED. Originally uploaded on 23rd of June, 2010.
An all new modification that I'm building for Doom 3 and this time it's not for the Resurrection of Evil expansion like it's predecessor.
In this video you can bare witness to some of the many new features that the mod has in store.
1. Bloom shader;
2. TheRealSceneGraphManager's 'HDR Interaction Redux: The Bumpening Edition' is also implemented;
3. A brand new HDTV optimized Heads Up Display;
4. Just like in the previous installment of the mod, the all-famous Plasma spread shot as Plasma Gun's secondary fire makes it's great return and it looks and sounds better than ever;
5. Considerable changes have been made to the Singleplayer maps as well;
E.G.: The repeating influence prior to the demonic door and the main door sequence itself have been significantly altered to increase the overall feel.
6. New Particles. Imp's fireballs give away a brighter glow, new muzzle effects;
7. Some weapons (like shotgun) have the attached flashlight on them which can be toggled at will;
8. Many ambient, monsters, weapons, player and even radio chatter sounds have been either altered or replaced with custom ones. Zombie security guards and Imps for example, they have new sounds.
After the point where player passes through the second airlock and enters a new area you can hear the new music-like ambient in the background in this particular area.
This is still a work in progress. Many, if not all of the aforementioned features are subject to change.media415212GunmanProductions™Gunman's Mod 2 [vol1] - Communications TransferOUTDATED. Originally uploaded on 23rd of June, 2010.
An all new modification that I'm building for Doom 3 and this time it's not for the Resurrection of Evil expansion like it's predecessor.
In this video you can bare witness to some of the many new features that the mod has in store.
1. Bloom shader;
2. TheRealSceneGraphManager's 'HDR Interaction Redux: The Bumpening Edition' is also implemented;
3. A brand new HDTV optimized Heads Up Display;
4. Just like in the previous installment of the mod, the all-famous Plasma spread shot as Plasma Gun's secondary fire makes it's great return and it looks and sounds better than ever;
5. Considerable changes have been made to the Singleplayer maps as well;
E.G.: The repeating influence prior to the demonic door and the main door sequence itself have been significantly altered to increase the overall feel.
6. New Particles. Imp's fireballs give away a brighter glow, new muzzle effects;
7. Some weapons (like shotgun) have the attached flashlight on them which can be toggled at will;
8. Many ambient, monsters, weapons, player and even radio chatter sounds have been either altered or replaced with custom ones. Zombie security guards and Imps for example, they have new sounds.
After the point where player passes through the second airlock and enters a new area you can hear the new music-like ambient in the background in this particular area.
This is still a work in progress. Many, if not all of the aforementioned features are subject to change.03:35gunmans, mod, 2, vol1, communications, transfer, gunmanproductions, podcastGunman's Mod 2 [vol1] - Communications TransferOUTDATED. Originally uploaded on 23rd of June, 2010.
An all new modification that I'm building for Doom 3 and this time it's not for the Resurrection of Evil expansion like it's predecessor.
In this video you can bare witness to some of the many new features that the mod has in store.
1. Bloom shader;
2. TheRealSceneGraphManager's 'HDR Interaction Redux: The Bumpening Edition' is also implemented;
3. A brand new HDTV optimized Heads Up Display;
4. Just like in the previous installment of the mod, the all-famous Plasma spread shot as Plasma Gun's secondary fire makes it's great return and it looks and sounds better than ever;
5. Considerable changes have been made to the Singleplayer maps as well;
E.G.: The repeating influence prior to the demonic door and the main door sequence itself have been significantly altered to increase the overall feel.
6. New Particles. Imp's fireballs give away a brighter glow, new muzzle effects;
7. Some weapons (like shotgun) have the attached flashlight on them which can be toggled at will;
8. Many ambient, monsters, weapons, player and even radio chatter sounds have been either altered or replaced with custom ones. Zombie security guards and Imps for example, they have new sounds.
After the point where player passes through the second airlock and enters a new area you can hear the new music-like ambient in the background in this particular area.
This is still a work in progress. Many, if not all of the aforementioned features are subject to change.